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							- /*
 - * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 - *
 - * This software is provided 'as-is', without any express or implied
 - * warranty.  In no event will the authors be held liable for any damages
 - * arising from the use of this software.
 - * Permission is granted to anyone to use this software for any purpose,
 - * including commercial applications, and to alter it and redistribute it
 - * freely, subject to the following restrictions:
 - * 1. The origin of this software must not be misrepresented; you must not
 - * claim that you wrote the original software. If you use this software
 - * in a product, an acknowledgment in the product documentation would be
 - * appreciated but is not required.
 - * 2. Altered source versions must be plainly marked as such, and must not be
 - * misrepresented as being the original software.
 - * 3. This notice may not be removed or altered from any source distribution.
 - */
 - 
 - #ifndef TILES_H
 - #define TILES_H
 - 
 - /// This stress tests the dynamic tree broad-phase. This also shows that tile
 - /// based collision is _not_ smooth due to Box2D not knowing about adjacency.
 - class Tiles : public Test
 - {
 - public:
 -     enum
 -     {
 -         e_count = 20
 -     };
 - 
 -     Tiles()
 -     {
 -         m_fixtureCount = 0;
 -         b2Timer timer;
 - 
 -         {
 -             float32 a = 0.5f;
 -             b2BodyDef bd;
 -             bd.position.y = -a;
 -             b2Body* ground = m_world->CreateBody(&bd);
 - 
 - #if 1
 -             int32 N = 200;
 -             int32 M = 10;
 -             b2Vec2 position;
 -             position.y = 0.0f;
 -             for (int32 j = 0; j < M; ++j)
 -             {
 -                 position.x = -N * a;
 -                 for (int32 i = 0; i < N; ++i)
 -                 {
 -                     b2PolygonShape shape;
 -                     shape.SetAsBox(a, a, position, 0.0f);
 -                     ground->CreateFixture(&shape, 0.0f);
 -                     ++m_fixtureCount;
 -                     position.x += 2.0f * a;
 -                 }
 -                 position.y -= 2.0f * a;
 -             }
 - #else
 -             int32 N = 200;
 -             int32 M = 10;
 -             b2Vec2 position;
 -             position.x = -N * a;
 -             for (int32 i = 0; i < N; ++i)
 -             {
 -                 position.y = 0.0f;
 -                 for (int32 j = 0; j < M; ++j)
 -                 {
 -                     b2PolygonShape shape;
 -                     shape.SetAsBox(a, a, position, 0.0f);
 -                     ground->CreateFixture(&shape, 0.0f);
 -                     position.y -= 2.0f * a;
 -                 }
 -                 position.x += 2.0f * a;
 -             }
 - #endif
 -         }
 - 
 -         {
 -             float32 a = 0.5f;
 -             b2PolygonShape shape;
 -             shape.SetAsBox(a, a);
 - 
 -             b2Vec2 x(-7.0f, 0.75f);
 -             b2Vec2 y;
 -             b2Vec2 deltaX(0.5625f, 1.25f);
 -             b2Vec2 deltaY(1.125f, 0.0f);
 - 
 -             for (int32 i = 0; i < e_count; ++i)
 -             {
 -                 y = x;
 - 
 -                 for (int32 j = i; j < e_count; ++j)
 -                 {
 -                     b2BodyDef bd;
 -                     bd.type = b2_dynamicBody;
 -                     bd.position = y;
 - 
 -                     //if (i == 0 && j == 0)
 -                     //{
 -                     //  bd.allowSleep = false;
 -                     //}
 -                     //else
 -                     //{
 -                     //  bd.allowSleep = true;
 -                     //}
 - 
 -                     b2Body* body = m_world->CreateBody(&bd);
 -                     body->CreateFixture(&shape, 5.0f);
 -                     ++m_fixtureCount;
 -                     y += deltaY;
 -                 }
 - 
 -                 x += deltaX;
 -             }
 -         }
 - 
 -         m_createTime = timer.GetMilliseconds();
 -     }
 - 
 -     void Step(Settings* settings)
 -     {
 -         const b2ContactManager& cm = m_world->GetContactManager();
 -         int32 height = cm.m_broadPhase.GetTreeHeight();
 -         int32 leafCount = cm.m_broadPhase.GetProxyCount();
 -         int32 minimumNodeCount = 2 * leafCount - 1;
 -         float32 minimumHeight = ceilf(logf(float32(minimumNodeCount)) / logf(2.0f));
 -         m_debugDraw.DrawString(5, m_textLine, "dynamic tree height = %d, min = %d", height, int32(minimumHeight));
 -         m_textLine += 15;
 - 
 -         Test::Step(settings);
 - 
 -         m_debugDraw.DrawString(5, m_textLine, "create time = %6.2f ms, fixture count = %d",
 -             m_createTime, m_fixtureCount);
 -         m_textLine += 15;
 - 
 -         //b2DynamicTree* tree = &m_world->m_contactManager.m_broadPhase.m_tree;
 - 
 -         //if (m_stepCount == 400)
 -         //{
 -         //  tree->RebuildBottomUp();
 -         //}
 -     }
 - 
 -     static Test* Create()
 -     {
 -         return new Tiles;
 -     }
 - 
 -     int32 m_fixtureCount;
 -     float32 m_createTime;
 - };
 - 
 - #endif
 
 
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